Eternal Weekend - Legacy Champs report

I swapped one of the Karakas for a second Plains in the Main and then changed a few cards in the sideboard for Legacy Champs:

4 Ancient Den
4 Ancient Tomb
4 Cavern of Souls
4 City of Traitors
1 Karakas
2 Plains
4 Auriok Salvagers
4 Chalice of the Void
4 Karn, Scion of Urza
4 Lion's Eye Diamond
1 Lodestone Bauble
4 Lotus Petal
4 Mishra's Bauble
4 Monastery Mentor
4 Mox Opal
4 Urza's Bauble
4 Walking Ballista

Sideboard:
2 Aura of Silence
1 Cast Out
3 Containment Priest
2 Ensnaring Bridge
1 Ethersworn Canonist
1 Karakas
1 Sanctum Prelate
2 Swords to Plowshares
2 Tormod's Crypt



Round 1 - UB Death's Shadow
Chalice took game 1 easily
Game 2 I could have played a turn-1 Chalice with a Petal but decided to wait a turn vs his turn-1 delver. Chalice resolves on turn2 with Daze protection from the Petal unneeded. He has a Throne of Geth as his follow up, but never uses it. I'm losing the race against his delver with a leftover Monk and finally have to try to Cast Out. It resolves, exiling the delver and my lone Monk goes the distance.
After the game he shows me the several Dazes in his hand that I had played around and caused him not to up my Chalice with Throne.

1-0


Round 2 - Grixs Control
He has a push for my Mentor game 1, but a Karn and his 7/7's are enough to win through an Angler
Game 2 I have an early Aura of Silence that strands an Engineered Explosives in his hand for nearly the entire game. There's also a turn when he fetches with 3 other untapped lands, and the fetch being the 5th card in his yard - I pop my Crypt in response to the fetch, the fetch resolves and he passes the turn. Turns out he had a Tombstalker that had to wait several more turns to come down. Eventually he plays EE w/ 3 sunburst counters to destroy my Aura of Silence, gets Tombstalker into play, and plays some Strixes that he didn't want to pay the tax for earlier. But again, Karn makes bigger creatures than his 5/5, and Ballista picks off the Strixes so they can't trade.

2-0


Round 3 - RUG Delver
Game 1 He Wastelands me three times, but I am eventually able to go off low-tide, drawing my deck and killing him the next turn.
Game 2 I have the pieces to combo, including a backup Salvagers but suspect a Dismember. I switch up my usual sequencing (usually you want LED in play before the Salvagers so the Salvagers can do some stuff on his way out in response to a kill spell) and play the Salvagers first. When I play LED next, the Salvagers is Dismembered while LED is on the stack. I play the 2nd Salvagers next turn and kill him, and I feel really smart for baiting the Dismember.

3-0


Round 4 - ANT
He leads on Thoughtseize on the play, game 1, and takes a Mentor - my only action. He's able to comfortably combo while I don't have any pressure.
Game 2 I have a Chalice and a Prelate shutting off 1's and 2's and am able to combo him after some chump-checks.
Game 3 He Thoughtseizes an Aura of Silence instead of Canonist or Chalice - which is pretty scary. I decide to lead on a Ethersworn Canonist tank while strongly considering a Chalice=0. I instead play the Chalice on 2 next turn. In response he Hurkyl's Recalls and Chalice resolves. He Ad Nauseums (0 mana floating) on his turn while Canonist is in my hand but has to pass the turn. I don't have a Cavern to re-deploy the Canonist and he's able to make 8 goblins the next turn while he's at 4. I find the Salvagers I'd been missing but have to slow combo him. I block one goblin and go to 3 with 40 something cards in hand. I start my turn with some Urza's Baulbles to try to learn the unknown card in his hand - it's a Surgical Extraction - which is trivial to play around at this point, but I do so, playing a Ballista x=2 and all my LED's before cracking any.

4-0


Round 5 - Grixis Delver
Game 1 he doesn't have a kill spell for my Mentor that makes 3 Monks on turn 1 - he gets stomped.
Game 2 He Dazes a Mentor cast off Cavern to which I immediately respond, "resolves" and Mentor goes all the way again.

5-0


Round 6 - Miracles
Game 1 takes half the round while I deploy extra Salvagers into play to get StP'd. I had 3x Salvagers in hand at one point, but I don't play the 3rd while I chain baubles trying to dig for an LED. He has Jace and Teferi going, but I don't concede since I have Chalice=1 to stop any more StP's, the Cavern, and enough mana to win through 3x counterspells if I can find the LED. But there are no LED's in the top half of my deck and I scoop to Jace:0 after he ultimates Teferi.
Game 2 we're late in the round and playing at table 1 and have a huge crowd watching us. I have a quick combo with Chalice protecting from StP and Surgical and it was this game that caught the attention of the coverage crew. :)
Game 3, though, I can't get much going and die from Clique beats.

5-1


Round 7 - Omnitell
Link to feature and my thoughts are above

6-1


Round 8 - Miracles
Games 1 & 2 are identical with turn-3 Back to Basics into turn-4 Jace, the Mind Sculptor. We need to figure out a plan for Back to Basics.

6-2


Round 9 - Eldrazi Post
No sense in figuring out a plan for opposing Chalice decks though - this deck, Aggro-Loam, Moon Stopmpy are all basically unwinnable as they have no problem answering an Ensnaring Bridge with an Ulamog trigger, Abrupt Decay, or Fiery Confluence.

Two games of helplessness vs Chalice=0 and Trinisphere.

6-3


I'm debating going home (4-hour drive) but standings show I have some of the best breakers of the 18-pointers and can cash with a 2-0 on Sunday

Sunday morning I meet another guy on the same list who is also 6-3 and we talk about how much fun the deck is, and about some of the matchups. The coverage guys also find us and I explain not going for the kill in game 1 of the feature - we also educate them that Lodestone Bauble is a win-con (the best win-con).

Round 10 - BUG Control
I play around Leovold with bauble activations on my turn, and then targeting myself with baubles once Leo is in play, but don't really get anything going. Neither game is quick, but they both play out with me just trying to stay alive and fight for an extra couple turns for the chance to try and combo. It isn't in the cards.

6-4 (drop)